Known Issues
- 1Vertex accessors (positions, normals, etc.) that are used across meshes are duplicated and result in higher memory usage and slower loading (see this comment)
- 1When using more than one sampler on one image, that image is duplicated and results in higher memory usage
- Texture sampler minification/magnification filter limitations (see issue):
- 1There's no differentiation between
minFilterandmagFilter.minFiltersettings are prioritized. - 1
minFiltermodeNEAREST_MIPMAP_LINEARis not supported and will result inNEAREST.
- 1There's no differentiation between
1: A Unity API limitation.
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